Bullseye (Punisher MAX)
4 Star (Legendary)
Maniacal Survey 8
Before confronting his enemies, Bullseye must understand
the way they think to reveal their weaknesses. Create a 1-turn Purple Repeater
tile that generates 1 Blue AP and Stuns Bullseye every turn. While it exists,
Bullseye cannot be targeted and matches in the enemy’s strongest color create a
Strike tile with 86 strength. This power becomes Better Watch Out.
Level 2: Generate 2 Blue AP every turn.
Level 3: Steal 2 Blue AP every turn. If the
enemy has no Blue AP, generate it. Create Strike tiles with 91 strength.
Level 4: Create fortified Repeater tile. Create
106 Strike tiles.
Level 5: Steal 3 Blue AP every turn. Whenever
enemy makes a match in their strongest color, create 2 Strike tiles with 86
Better Watch Out 8
With full understanding of his victims, Bullseye
sets a trap they cannot walk out alive. This power’s color is the enemy’s
strongest color. Change Bullseye Repeater tile into a basic tile. Destroy 1
enemy Protect tile. This power becomes Maniacal
(PASSIVE) When you have 30 Blue AP fire that power
Level 2: Destroy 2 enemy Protect tiles.
Level 3: Destroy 3 enemy Protect tiles. This
power costs 7 AP.
Level 4: Destroy 4 enemy Protect tiles. This
power costs 6 AP.
Level 5: Destroy all enemy Protect tiles,
removing Fortified from them first.
Best Man at Worst
(PASSIVE) For a man with literal target tattooed
on his forehead, Bullseye managed to live surprisingly long, and there’s a good
reason for it. When Bullseye receives more than 1053 damage while Stunned, he
recovers from being Stunned, destroys 2 random Attack, Protect or Strike tiles
and deals 1074 damage. If Bullseye Repeater tile is present, destroy it as
well, dealing 568 additional damage.
Level 2: 868 damage required. Deal 1386 damage.
Level 3: 673 damage required. Destroy 3 random
Attack, Protect or Strike tiles. Deal 1698 damage and 738 damage for the
Level 4: 498 damage required. Destroy enemy
tiles first. Deal 1920 damage.
Level 5: Works every time Bullseye is damaged
while Stunned. Destroy 5 enemy Attack, Protect or Strike tiles. Deal 2504
damage and 1114 damage for the Repeater tile.
View to Kill 12
Bullseye takes aim at the target, waiting for a
moment to finish everything in one shot. Create a 3-Turn Countdown tile that sets
Bullseye Invisible, creates one Attack tile with 71 strength each turn and
deals 2591 damage, then removes up to 3 Strike tiles, dealing 258 damage for
each tile removed. If it’s matched away by the enemy (but not destroyed),
Bullseye still manages to land a shot, dealing half of the damage.
Level 2: Create Strike tiles with 92 strength. Deal
3479 damage plus 346 damage for each Strike tile removed.
Level 3: Create Strike tiles with 113 strength.
Remove 4 Strike tiles and deal 5367 damage plus 434 damage for each Strike tile
Level 4: Create Fortified Countdown tile. Create
Strike tiles with 134 strength. Deal 7253 damage plus 522 damage for each
Strike tile removed.
Level 5: Create Strike tiles with 208 strength.
Remove up to 5 Strike tiles and deal 10068 damage plus 786 damage for each
Strike tile removed.
Maker (Ultimate Reed Richards)
5 Star (Epic)
Look on My Works 10
Maker comes up with a new invention, lo and behold. Place a 2
Turn Blue Repeater tile that generates 1 AP in a color that is less needed to
fire an ability (i.e. if you need 6 Red AP and have less than that, generate 1
Red AP an so on, if two abilities would require the same amount of AP to be
fired, generate AP of the strongest color). This power becomes Volatile Design.
Level 2: Generate 2 AP.
Level 3: Place a 1 Turn Blue Repeater tile.
Level 4: Choose a tile to become Blue Repeater
Level 5: Choose a tile to become Repeater tile.
Volatile Design 0
(PASSIVE) If you have more than 10 AP in any
color Maker's device overloads. Turn Maker Repeater tile into 3 Turn
Fortified Countdown tile that generates 1 AP every 2 turns and deals 668 damage
to you and target enemy. If Maker matches the Fortified tile he performs quick
repairs, increasing current countdown by 1 and Fortifying it again. If Maker
matches it away he salvages most valuable parts, generating 4 Blue AP.
If the Maker Repeater or Countdown tile is destroyed this
power becomes Look on My Works.
Level 2: Generate 2 AP and deal 866 damage.
Level 3: Generate AP every turn and deal 1068
damage. Raise AP limit to 11.
Level 4: If Maker matches the tile away,
generate 7 Blue AP. Deal 2070 damage.
Level 5: Raise AP limit to 12. When you have
less than 12 AP, remove Fortified from Countdown tile and turn it into Repeater
Get Rid of Them 10
Paired with his intellect, Maker’s flexible
body makes him an unpredictable combatant. Swap two columns.
Level 2: Fortify any friendly Attack, Protect
or Strike tiles swapped before matching any and improve them by 62.
Level 3: If enemy special tiles are matched
after the swap, destroy 2 enemy AP in their color for each tile matched.
Level 4: If you make a 5 Match or greater Stun
the target enemy for 2 Turns.
Level 5: Reduce the strength of enemy Attack,
Protect or Strike tiles to 1 after swapping them.
Merciless Mind 10
The enemies came up with a plan to stop Maker —
too bad he’s already predicted all their moves! Convert enemy Repeater or Countdown
tile into a friendly Countdown tile that creates a trap tile. Whenever enemy
fires an ability, negate it and destroy the trap tile.
no Maker trap tiles present, whenever enemy ability would deal damage create a 69
strength Protect tile first, and if enemy ability would heal or give burst of health
create an 69 strength Strike tile. Whenever enemy passive ability triggers,
create a 69 strength Attack tile.
Level 2: If no special enemy tiles present,
create 2 trap tiles. Create 138 strength tiles.
Level 3: Whenever converted Countdown tile goes
off, create 2 trap tiles. Create 207 strength tiles.
Level 4: Converted tiles retain their original
effect. Create 278 strength tiles.
Level 5: Converted tiles go off immediately. Increase
strength of tiles. Create 347 strength tiles.
Blue Marvel (Adam
Antimatter Surge 7
releases a wave of antimatter that annihilates all the matter it comes in
contact with. Drain Black AP and destroy 1enemy AP in random color for every
Black AP drained. Deal 88 damage for every drained and destroyed AP.
Blue Marvel takes 10% less damage from abilities.
Level 2: Deal 110 damage. Take 20% less damage
Level 3: Deal 132 damage. Costs 6 AP to fire.
Level 4: Deal 154 damage. Take 30% less damage
Level 5: Deal 200 damage. Costs 5 AP to fire.
Restore 176 health for every Yellow AP destroyed.
Matters at Hand 0
Adam uses his outstanding intellect to devise a solution that changes the dire situation in his favor. At the start of the turn, drain 3 Blue AP and remove 1
enemy Attack, Protect or Strike tile.
Level 2: Increase enemy Repeater and Countdown tile
activation time by 1 (to a maximum of four for Repeater tiles).
Level 3: Decrease friendly Repeater and
Countdown tile activation time by 1 (to a minimum of one).
Level 4: Drain 2 Blue AP, remove 2 enemy
Attack, Protect, Strike or Trap tiles.
Level 5: Increase 2 enemy Repeater and
Countdown tile activation time and decrease it for 2 friendly Repeater and
Negative Gateway 12
opens a bridge to the Negative Zone, drawing power from there but putting those
unprotected in danger. Create a Vortex tile that doesn’t fall and can only be matched
away or destroyed by Blue Marvel. While it’s on board it increases Blue Marvel’s
match damage by 50%, generates 1 Black AP every turn and deals 176 damage to
Blue Marvel’s allies. Whenever anyone except Blue Marvel matches the Vortex,
they receive 880 damage.
If you have an equal amount of Black and Yellow AP or more Black and YellowAP than
the enemy team, the Vortex collapses, dealing 1760 damage to everyone.
Level 2: Match damage increased by 75%. Deal
264 damage to allies, 1060 damage to those who match the Vortex and 2040 on
Level 3: Match damage increased by 100%. Generate
2 Black AP each turn. Deal 356/1240/2320 damage.
Level 4: Deal 444/1420/2600 damage.
Level 5: Match damage increased by 150%. Generate
3 Black AP each turn. Deal 503/1700/3500 damage.
Omega Red (Arkady Rossovich)
Red and Mean 10
ensnares his enemies with carbonadium tentacles, rendering them helpless while
draining their life force. Create a 3 Turn Red Countdown tile that, while on
the desk, stuns 2 enemies, creates a 46 strength Attack tile each turn and
heals Omega Red for 203 health. If you match the Countdown tile, Omega Red
slams the captives into the ground, dealing 668 damage.
While this tile is on board, send Omega Red in front.
Level 2: Create a 68 strength Attack tile, heal
271 health and deal 871 damage.
Level 3: Create a 100 strength Attack tile,
heal 339 health and deal 1074 damage.
Level 4: Create 4 Turn Red Countdown tile, two
122 strength Attack tile, heal 407 health and deal 1277 damage.
Level 5: Fortify Countdown tile, create two 168
strength Attack tile, heal 646 health and deal 2064 damage.
Pheromone Fiend 10
death spores pose a constant threat both to his enemies and desperate allies.
Creare a 3 Turn Blue Countdown tile that Fortifies a friendly Attack tile each
turn. While the Countdown tile is on board, Attack tiles damage the entire
Whenever you match a Fortified Attack tile, deal damage to allies equal to the
tile strength and create a copy of that tile. Matches that involve Attack tiles
ignore enemy Protect tiles and damage reduction.
tile is on board, send Omega Red in front.
Level 2: No changes.
Level 3: Fortify 2 friendly Attack tiles.
Level 4: Create a 4 Turn Blue Countdown tile.
Level 5: Fortify Countdown tile and 3 friendly
I am the End 0
Omega Red uses the stolen life force to heal his wounds and presses with new
assault onto the exhausted enemies. If you down the enemy while Omega Red
Countdown tile is on board give him a burst of 5% of the downed enemy total health,
a damage reduction of 10% and drain all AP in this enemy strongest color.
Damage reduction accumulates.
receives no damage from Attack tiles, instead dealing the same damage to a
random ally. If all allies are down, he receives damage as normal.
Level 2: Give a burst of 10% of the total
health and a damage reduction of 15%.
Level 3: Give a burst of 15% of the total
health and a damage reduction of 15%.
Level 4: Give a burst of 20% of the total
health and a damage reduction of 25%.
Level 5: When you down the enemy give a burst
of 25% of the total health and a damage reduction of 25%.
Beetle (Abner Jenkins)
3 Star (Rare)
Buzzing Assault 9
The Beetle takes his opponent in the sky,
continuing the fight on his terms. Send Beetle and target enemy Airborne for 2
turns and destroy one basic tile in the target’s colors, dealing 38 damage for
each tile destroyed. If the target is stunned while sent Airborne, create a 56
strength Strike tile for each turn the target is stunned.
(PASSIVE) Attack tiles damage one Airborne or
Stunned enemies in addition with damaging the target.
Level 2: Deal 56 damage and create 68 strength
Level 3: Send characters Airborne for 3 turns,
deal 74 damage and create 80 strength Strike tiles.
Level 4: Deal 96 damage.
Level 5: Deal 142 damage and create 168 strength
The Beetle discharges his gloves, stunning
enemy for 1 turn and dealing 508 damage. If the enemy is already stunned,
increase stun duration by 1 and destroy 1 AP in this enemy’s strongest color
Level 2: Deal 712 damage.
Level 3: Deal 916 damage and destroy 1 AP in
the enemy’s two strongest colors.
Level 4: Stun enemy for 2 turns and deal 1120
Level 5: Deal 1543 damage and destroy 1 AP in
the enemy’s three strongest colors. This power costs 6 AP.
Combat Inventiveness 9 AP
The suit tactical visor with natural
quick-thinking grant Jenkins a superb control over the field. Convert two enemy
Attack, Protect or Strike tiles into basic tiles, healing Beetle for titles
strength, and send him Airborne for 1 turn.
(PASSIVE) While the Beetle is Airborne, new
falling tiles in the corner columns are 36 strength Attack tiles.
Whenever a Critical tile appears on the enemy
turn, fire this power at no cost.
Level 2: Send Beetle airborne for 2 Turns.
Convert 3 enemy Attack, Protect or Strike tiles.
Level 3: Convert friendly tiles. Attack tiles
appear at 48 strength.
Level 4: Either convert 3 Attack, Protect or
Strike tiles or one enemy Countdown or Repeater tile, healing 1500 health for
them. Attack tiles appear at 58 strength.
Level 5: Convert friendly Countdown and Repeater
tiles, healing 2000 health. Attack tiles appear at 68 strength. This power
costs 8 AP.